System and method for synchronizing and predicting game data from game video and audio data

ABSTRACT

Systems and methods for capturing and utilizing multimedia-based analytics to generate predictions about game-play in computer-based games and contests. In an embodiment, a video feed analyzes one or more video feeds frame by frame to determine one or more features within each video frame. Each feature may be collected in a central data collector and converted to one or more metrics about each collected parameter or feature. These metrics may be used to analyze and predict various aspects of the underlying game or contest, such as probability of winning by one side or the other. Further, the predictive data and analytical data may be displayed on a display separate from actual gameplay or may be overlaid upon the game play video feed. In this manner, the overlay video may be synchronized with the original video feed to present predictive data in conjunction with the video data used to influence the predictive data at the time.

PRIORITY CLAIM

This application claims the benefit of U.S. Provisional Application No.62/454,627, entitled “System and Method for Predicting the Outcome of aGame From Video” filed Feb. 3, 2017, which is incorporated by referencein its entirety herein for all purposes.

BACKGROUND

Modern gaming involves a number of participants and a greater number ofviewers who may wish to watch the game. Some games or contests maytypically involve a group of players working together at one time whoare pitted against a group of players on an opposing team. When the gameor contest involves computerized gaming, each individual participant mayengage the game through a personal computing device that iscommunicatively coupled to a computer network where one or more servercomputers may be hosting the game or contest. Such competitive gaminghas led to the development and organization of competitive gamingleagues and competitive gaming tournaments. In many ways, competitivecomputer-based gaming environments are akin to live sporting eventswherein two teams compete against each other to achieve specific goalsof the game within the rules of the game. Further, fans of such gameswish to view the competitive games and tournaments.

As the competitive games and contests are being played, a video feed ofaspects of the game or contest may be presented to viewers wishing tofollow along with the competitive game. Thus, casual viewers may streamone or more versions of the game feed to a viewer's personal computingdevice or to an audience viewing the game in group formats. As thecomputer games being played are governed by specific rules andparameters, a great number of variables exist for judging whether a teamor individual is winning or losing. Even the terms “winning” and“losing” are relative in many computer-based games. Thus, watchingcompetitive games and contests may prove to be difficult and cumbersomeif the casual viewer does not understand or appreciate various aspects,parameters, and rules of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the subject matter disclosed herein in accordance withthe present disclosure will be described with reference to the drawings,in which:

FIG. 1 is a system diagram of computer-based gaming environment that mayutilize video-based analytics according to an embodiment of the subjectmatter disclosed herein;

FIG. 2 is a block diagram of a server computer suited to host acomputer-based game with enhanced video analytics according to anembodiment of the subject matter disclosed herein;

FIG. 3 is a block diagram of various software-based modules for a gameenhanced video analytics application according to an embodiment of thesubject matter disclosed herein;

FIG. 4 is a flow diagram of a method prediction game outcomes using agame enhanced video analytics application according to an embodiment ofthe subject matter disclosed herein;

FIG. 5 is a screen shot of gameplay for a game showing an unenhancedview of gameplay prior to the display of enhanced video analyticsaccording to an embodiment of the subject matter disclosed herein;

FIG. 6 is a screen shot of gameplay for a game showing an enhanced viewof gameplay utilizing display of enhanced video analytics according toan embodiment of the subject matter disclosed herein;

FIG. 7 is a diagram illustrating elements or components that may bepresent in a computer device or system configured to implement a method,process, function, or operation in accordance with an embodiment.

Note that the same numbers are used throughout the disclosure andfigures to reference like components and features.

DETAILED DESCRIPTION

The subject matter of embodiments disclosed herein is described herewith specificity to meet statutory requirements, but this description isnot necessarily intended to limit the scope of the claims. The claimedsubject matter may be embodied in other ways, may include differentelements or steps, and may be used in conjunction with other existing orfuture technologies. This description should not be interpreted asimplying any particular order or arrangement among or between varioussteps or elements except when the order of individual steps orarrangement of elements is explicitly described.

Embodiments will be described more fully hereinafter with reference tothe accompanying drawings, which form a part hereof, and which show, byway of illustration, exemplary embodiments by which the systems andmethods described herein may be practiced. This systems and methods may,however, be embodied in many different forms and should not be construedas limited to the embodiments set forth herein; rather, theseembodiments are provided so that this disclosure will satisfy thestatutory requirements and convey the scope of the subject matter tothose skilled in the art.

By way of an overview, the systems and methods discussed herein may bedirected to capturing and utilizing multimedia-based analytics togenerate predictions about game-play in games and contests. In anembodiment, a video feed may be analyzed frame by frame to determine oneor more features within each video frame. Each feature may be collectedin a central data collector and converted to one or more metrics abouteach collected parameter or feature. These metrics may be used toanalyze and predict various aspects of the underlying game or contest,such as probability of winning by one side or the other. Further, thepredictive data and analytical data may be displayed on a displayseparate from actual gameplay or may be overlaid upon the game playvideo feed. In this manner, the overlay video may be synchronized withthe original video feed to present predictive data in conjunction withthe video data used to influence the predictive data at the time. Theseand other aspects of the systems and methods are better understood belowwith respect to FIG. 1-6.

FIG. 1 is a system diagram of computer-based gaming environment 100 thatmay utilize video-based analytics according to an embodiment of thesubject matter disclosed herein. The environment 100 may include severalpersonal computing devices for game contestants (e.g., computers 110-113and 120-123) each executing one or more applications thereon andcommunicatively coupled to each of the other computing devices through acomputer network 105, such as the Internet. In an embodiment, thecomputing devices 110-113 are associated with contestants who arecompeting on a first team against a second team of contestantsrespectively using computing devices 120-123. Further, a server computer130 may also be coupled to the computer network 105 and executing a gameapplication in which each of the contestants using respective computers110-113 and 120-123 are competing. Each contestant may be presented witha multimedia feed (e.g., audio/video signals, A/V signals) of thegameplay from the respective perspective of the contestant. That is, asa contestant plays the game, each contestant experiences the game from aunique video feed perspective. Each of these respective video feeds maybe generated by the game application executing on the server computer130. Further yet, the server computer 130 may be associated with a localgameplay display 131 that shows one or more of the video feeds that aregenerated for the respective contestants. In another embodiment, thegameplay display 131 at the server computer 130 may be a unique“omniscient” view or “eye-in-the sky” perspective of the game as thegame progresses. Generally, this overhead view may be called an observerpoint of view. An observer computer 140 may also be communicativelycoupled to the computer network 105 so that the observer computer 140may also render one or more of the video feeds for the game as itprogresses.

In various embodiments, the game that is executing at the servercomputer 130 may be any multiplayer game in which contestants battle orotherwise engage each other in a manner that includes visuallycognizable elements. A non-exhaustive list of examples includesCounter-Strike™, Unreal Tournament™, Call of Duty™, Halo™, Dota 2™League of Legends™, Heroes of the Storm™, StarCraft: Brood War™,StarCraft II™, WarCraft III™, Counter-Strike: Global Offensive™,Counter-Strike, Overwatch™, Halo 5: Guardians™, Call of Duty: Black OpsIII™, Tekken 7™, Mortal Kombat X™, Heathstone: Heroes of WarCraft™,Clash Royale™, Magic Online™, and the like. These games have becomepopular the world over and, as a result, competitive tournaments andleagues have been developed. The popularity extends to generating aviewing audience as well. Thus, fans of these so-called eSports maywatch in video-screen arenas or may watch live or quasi-live videostreams of gameplay as the game is progressing. The experience ofviewers and fans can be improved by providing additional enhanced videoanalytics as the game progresses. For example, a viewer watching anomniscient view generated at the server computer 130 may benefit fromseeing game statistics about gameplay, such as points scored, liferemaining, bonuses earned, and the like. Further, utilizing variousobservable parameters of gameplay, a prediction engine (that may beexecuting at an analytics server computer 131) may generate real-time orquasi-real-time values indicative or probabilities for teams or playersto win or achieve gameplay goals. As discussed next, a computing devicemay be used to collect video data during gameplay and analyze thecollected data based on a variety of parameters and metrics to generateenhanced video analytics to an observer using the observer computingdevice 140.

FIG. 2 is a block diagram of a server computer 131 suited to host acomputer-based game with enhanced video and audio analytics according toan embodiment of the subject matter disclosed herein. In thisembodiment, the server computer includes one or more processors 201coupled to one or more memory blocks 202 and configured to executecomputer-readable instructions, such as one or more applications.Further, the server computer 131 may include a communication module forcommunicating with a computer network, such as the Internet. Asdiscussed above, one such executing application may be a video-basedanalytics application 235. The video-based analytics application 235 mayinclude a video analysis module 240 for receiving and analyzing framesform a video feed to then generate analytical data about the video.Using the analytical data, a prediction module 241 may then generate oneor more predictions based on the one or more analytical data setscollected. Then, the generated prediction data may be used in a varietyof ways including storage, follow-on analytics and presentation to avideo output module 243 for generating a resultant video feed fortransmitting to one or more observer computers through the computernetwork. Further, if the resultant video feed is to be overlaid upon theoriginal video feed, a video synchronization module 242 ensures that thepredictive data sets are presented synchronously with the original videofeed. The system may also incorporate audio data from the audio/videofeeds as a data source and programmatically extract identifyingfeatures. This is similar to extracting information from video feed.Therefore, synchronization may also be based on original audio receivedcontemporaneous with original video. Additional aspects of each of thesemodules are discussed in greater detail below with respect to FIGS. 3-4.

FIG. 3 is a block diagram of various software-based modules for anenhanced video analytics application 135 according to an embodiment ofthe subject matter disclosed herein. The application 135 may execute acomputer-based method for receiving one or more audio/video feeds 310that may be a bounded or unbounded stream of multimedia data, such asone or more input video frames. For the purposes of this embodiment,only the video portions of the feed will be used for illustrativepurposes. The received video files may be one or more video files from alocal hard disk or files transferred from a remote server. In anotherembodiment, called HTTP Live Streaming (“HLS”,https://tools.ietf.org/html/draft-pantos-http-live-streaming-20), aplaylist file may define multimedia assets. The video feed(s) may be ofa computer-based game that is executing remotely from the video-basedanalytics application 135. As such, in the case of multiple video feedsof a single game being played by multiple players (each possibly indifferent remote locations, the multiple video feeds are partial viewsof the overall game. That is, each video feed may correspond to acurrent view of each individual player. In other embodiments, the videofeed may be a live sporting event.

The application 135 may ingest video frames at a faster rate thannormally consumed by a human. In some cases, this may operate inviolation of the advisement of the protocol, with the goal of retrievingframe data as quickly as possible. In another embodiment, the videoframes are captured directly from a system observing or playing the gamethrough a dedicated application programming interface (API).

For each video frame 315, the frame contents and metadata may be sent toone or more worker processes or threads 320. In some cases, theapplication 135 may ignore some video frames deemed unnecessary forproducing an accurate accounting the game. Each worker thread 320 mayprogrammatically extract identifying features (e.g., feature A 330,feature B 331, and feature C 332) from the video stream in software.Such features may include, for example, player health, player mana,player level, player alive/dead status, character name, number of towersdown, cumulative gold earned per team, number of kills per team, toweralive/dead status, player creep score, number of player kills, number ofplayer deaths, number of player assists, items purchased by players,whether a replay is in progress, minimap location and dimensions onscreen, time elapsed in game, item cooldown remaining, spell cooldownremaining, player position on screen, player position on map, wardposition on map, % map visibility per team, key character position onmap, key character kills per team, and the like. This may be performedusing “computer vision” techniques, including but not limited totemplate matching, edge detection, corner detection, feature detection,and deep neural networks. Worker threads 320 may report data to acentral collection process 340. Because each worker thread 320 maycomplete its processing in a differing amount of time, the application235 may reassemble the centrally collected data into a stream offeatures ordered by timestamp or other ordinal value.

The application 235 may also convert the collected stream of computervision features into descriptive metrics, including descriptions of gamestate, counters, aggregate statistics, and in-game events. Thesedescriptive metrics may be calculated from features from a single frame,or be stateful and derive their value from a series of frames over time.Various metrics may be generated at a metrics conversion process 345.These metrics may be stored in a local data store 350.

The metrics data may be fed to a prediction module 241, which maycomprise a classification method utilizing supervised machine learning.Embodiments may utilize techniques including a rules engine, SVD, kNN,random forests, logistic regression, neural networks. The output of thismechanism may include an ordinal or probability to the occurrence ofgame events, including but not limited to the outcome of the game, thedestruction of in-game objects, player deaths, and player actions. Theprediction module 241 may utilize prior or historical data in itsoperation by drawing metrics data from the local data store 350. Thisdata may include the features or descriptive statistics produced by thisapplication 235 on past games, or be procured through other means. Inone embodiment, the descriptive statistics are acquired via an API 360from the publisher of the game.

The application 235 may include a module 370 to produce displayable oddsin real-time, suitable for informing wagers, and supporting bookmakingoperations. The real-time odds may be calculated based on relativeprobabilities of multiple predicted outcomes, utilizing either theoutput of the prediction module 241, the descriptive statistics, or thestream of features.

The application 235 may include a module 242 to synchronize the odds andevents to a video stream meant for human consumption. Because theapplication 235 may operate on video frames faster than real-time, andbecause video streams may need to be stored in an input buffer prior tohuman consumption, the prediction module 241 and odds production mayotherwise produce results ahead of the associated video stream.

In some cases, the source video playlist may include a header or othermetadata indicating the start time of the stream. The application 235may store this timestamp in conjunction with the feature data, derivedstats, predicted outcomes, or displayable odds (generally, “the statsdata”). In the cases that the source video playlist does not includethis header, the application 235 may add a timing header to the videostream using a proxy or other module.

The application 235 may synchronize and integrate data with the videostream using a queue mechanism in a video output module 243. In anembodiment, this module may initiate the process where data is sent tothe client with a timestamp or other monotonic identifier. Either theclient or server is responsible for ensuring the data is stored in anordered data structure such as a queue or stack, ordered by timestamp orother monotonically increasing identifier. Periodically, the currenttimestamp on the video is compared with the timestamp on the firstsegment of data in the queue. If the current timestamp on the video islater than on the queue, the data is removed from the queue anddisplayed in conjunction with the video stream. In some cases, the videostream may be an on-demand video that includes support for seekingwithin a video file. In this case, the system may include a queue ofqueues to improve the efficiency of seeking forward.

In another embodiment, the application 235 may attempt to produce arestructured game state from partial data that is collected from theseveral video feeds. This game state may be displayed to the usersynchronized with predictions or be used as part of the predictivemechanism itself in extracting further collective data about theunderlying game. Such a restructured game state and/or stream of eventsmay be further augmented with data from other sources, such as a thirdparty viewer (e.g., not one of the players of the game) before or afterthe prediction phase. Further yet, in one embodiment, additional datamay be manually generated from a user interface by a human watching orplaying the game.

With the ability to predict one or more outcomes of an in-progress game,third-party viewers may engage in “wagers” based on predictions ofvarious outcomes. Such wagers may be free from actual money exchangesand be more focused on gaining game points or game credentials in lieuof money-wagering. As such, an additional output of the predictivemechanism may be a stream of wagers or “challenges” identified asinteresting at a given time. For example, a challenge may be presentedthat a specific player would gain a specific power-up in the game priorto any other player. Third-party watchers could accept the challenge inthe affirmative or negative, thereby wagering game points on theprediction of such an outcome. If multiple challenges are identified asinteresting at overlapping timestamps, a mechanism may be in place toprioritize the challenges. Some challenges may be accepted by more thanone player/viewer. Others may be exclusive to the first player/watcherto take the challenge. Challenges may be fulfilled/resolved either usingthe generated data stream, game state, predictive output, or by a humanintervention as described above. As a supplement, a user-facing videopresentation may show statistics, challenges, and game state informationwithout an accompanying game-play video feed. In this embodiment, usersmay watch the actual game on an external device and the prediction datamay be displayed on a different viewing device. In other embodiments,the prediction data may be superimposed and synchronized by aligningaudible data from the external device with audio data featuresidentified from the main video processing pipeline.

FIG. 4 is a flow diagram of a method prediction game outcomes using agame enhanced video analytics application according to an embodiment ofthe subject matter disclosed herein. A skilled artisan understands thatthe steps of this embodiment may be performed in different orders andmay involve more or fewer steps. This illustration of one embodimenthere is presented for a better understanding of the underlying blocksand modules of the overall analytics engine.

The method may start at step 410 when a user may engage the overallprediction engine of the application 235 as described above with respectto FIGS. 2-3. As such, one or more audio/video feeds may be received atsteps 412A, 412B . . . 412 n, where n represents n number of A/V feeds(e.g., multimedia signals) coming into the application 235. All A/Vfeeds are sent to an extraction engine at step 416 where the audio feedmay be extracted and manipulated separately from the videos feed,respectively. Thus, the video data may be extracted from a first A/Vfeed at step 430. The extracted video data, which may be alphanumericindicators in any given video screen capture or other indicia, like aplayer health or mana bar, is then sent to an analysis module whereindividual extracted data from the specific video feed is analyzed atstep 432. Based on the analysis in step 432, one or more predictions maybe made at step 434. Such predictions may be assimilated in theaggregate with several other analyses of extracted video data incontemporaneous time as discussed above with respect to the predictionmodule 241 of FIG. 3.

Similarly, audio data may be extracted from the first A/V feed at step420. The extracted audio data, which may be audio indicators in anygiven game schema, like a player death or objective accomplishment, isthen sent to an analysis module where individual extracted data from thespecific audio feed is analyzed at step 422. Based on the analysis instep 422, one or more predictions may be made at step 424. Suchpredictions may be assimilated in the aggregate with several otheranalyses of extracted audio data in contemporaneous time as discussedabove with respect to the prediction module 241 of FIG. 3. In someembodiments, the audio data is less utilized in the prediction module orin some cases, not at all, in the prediction module.

Once all data is assimilated into the prediction module, an overalldisplay of the results of the prediction may be presented to an externaldisplay at step 440. Such a data display may be a conglomerateassimilation of game data whereby a new “omniscient” view of theunderlying game is created. In other embodiments, the additionalprediction video feed may be overlaid over one or more individual A/Vfeeds that were received in steps 412A, 412B . . . 412 n. As anyprediction data may be presented contemporaneously with any originaldata from the original A/V feeds, a synchronization is enacted at step442. Such a synchronization may be done using the original audio feedfrom one or more original A/V feeds as the audio is the game issynchronized with respect to all video feeds in the first place. Themethod may end at step 450 or repeat continuously to update predictionwith newly extracted data.

FIG. 5 is a screen shot 500 of gameplay for a game showing an unenhancedview of gameplay prior to the display of enhanced video analyticsaccording to an embodiment of the subject matter disclosed herein. Thisexample screen shot 500 may represent one individual player's gamescreen in which initial audio and video may be extracted for predictionsof outcomes. In this screen shot 500, two players are engaged incompetitive play against one another. Limited information is shown aboutvarious in-game statistics that are representative of only this player'sknowledge. The screen shot 500 shown in FIG. 5 is an example of a frameof a video feed that may be analyzed for various parameters andfeatures. For example, one feature may be a health bar 520 shown for agameplay character or recognition of accomplishment of an objective.Another example may be teammates statistics 510 shown on the side of thescreen. Another example may be game statistics 515 as shown as the topof the screen. As features and parameters are identified and captured,an overlay may be generated with predictive data as shown in FIG. 6.

FIG. 6 is a screen shot 600 of gameplay for a game showing an enhancedview of gameplay utilizing display of enhanced video analytics accordingto an embodiment of the subject matter disclosed herein. This view showsan overlay 610 and 620 of analytical data synchronized with the originalvideo feed. Thus, each character includes health and mana measurements.Further, current remaining structures (e.g., objectives) may be shown.Further yet, a prediction data is shown in the way of a predicted winnerstatus bar 630. Other embodiments of various prediction parameters maybe shown in other embodiments of screen shots not shown here forbrevity.

FIG. 7 is a diagram illustrating elements or components that may bepresent in a computer device or system configured to implement a method,process, function, or operation in accordance with an embodiment. Inaccordance with one or more embodiments, the system, apparatus, methods,processes, functions, and/or operations for enabling efficientconfiguration and presentation of a user interface to a user based onthe user's previous behavior may be wholly or partially implemented inthe form of a set of instructions executed by one or more programmedcomputer processors such as a master control unit (MCU), centralprocessing unit (CPU), or microprocessor. Such processors may beincorporated in an apparatus, server, client or other computing or dataprocessing device operated by, or in communication with, othercomponents of the system. As an example, FIG. 7 is a diagramillustrating elements or components that may be present in a computerdevice or system 700 configured to implement a method, process,function, or operation in accordance with an embodiment. The subsystemsshown in FIG. 7 are interconnected via a system bus 702. Additionalsubsystems include a printer 704, a keyboard 706, a fixed disk 708, anda monitor 710, which is coupled to a display adapter 712. Peripheralsand input/output (I/O) devices, which couple to an I/O controller 714,can be connected to the computer system by any number of means known inthe art, such as a serial port 616. For example, the serial port 716 oran external interface 718 can be utilized to connect the computer device700 to further devices and/or systems not shown in FIG. 7 including awide area network such as the Internet, a mouse input device, and/or ascanner. The interconnection via the system bus 702 allows one or moreprocessors 720 to communicate with each subsystem and to control theexecution of instructions that may be stored in a system memory 722and/or the fixed disk 708, as well as the exchange of informationbetween subsystems. The system memory 722 and/or the fixed disk 708 mayembody a tangible computer-readable medium.

It should be understood that the present disclosures as described abovecan be implemented in the form of control logic using computer softwarein a modular or integrated manner. Based on the disclosure and teachingsprovided herein, a person of ordinary skill in the art will know andappreciate other ways and/or methods to implement the present disclosureusing hardware and a combination of hardware and software.

Any of the software components, processes or functions described in thisapplication may be implemented as software code to be executed by aprocessor using any suitable computer language such as, for example,Assembly language Java, JavaScript, C, C++ or Perl using, for example,conventional or object-oriented techniques. The software code may bestored as a series of instructions, or commands on a computer readablemedium, such as a random-access memory (RAM), a read only memory (ROM),a magnetic medium such as a hard-drive or a floppy disk, or an opticalmedium such as a CD-ROM. Any such computer readable medium may reside onor within a single computational apparatus, and may be present on orwithin different computational apparatuses within a system or network.

All references, including publications, patent applications, andpatents, cited herein are hereby incorporated by reference to the sameextent as if each reference were individually and specifically indicatedto be incorporated by reference and/or were set forth in its entiretyherein.

The use of the terms “a” and “an” and “the” and similar referents in thespecification and in the following claims are to be construed to coverboth the singular and the plural, unless otherwise indicated herein orclearly contradicted by context. The terms “having,” “including,”“containing” and similar referents in the specification and in thefollowing claims are to be construed as open-ended terms (e.g., meaning“including, but not limited to,”) unless otherwise noted. Recitation ofranges of values herein are merely indented to serve as a shorthandmethod of referring individually to each separate value inclusivelyfalling within the range, unless otherwise indicated herein, and eachseparate value is incorporated into the specification as if it wereindividually recited herein. All methods described herein can beperformed in any suitable order unless otherwise indicated herein orclearly contradicted by context. The use of any and all examples, orexemplary language (e.g., “such as”) provided herein, is intended merelyto better illuminate embodiments and does not pose a limitation to thescope of the disclosure unless otherwise claimed. No language in thespecification should be construed as indicating any non-claimed elementas essential to each embodiment of the present disclosure.

Different arrangements of the components depicted in the drawings ordescribed above, as well as components and steps not shown or describedare possible. Similarly, some features and sub-combinations are usefuland may be employed without reference to other features andsub-combinations. Embodiments have been described for illustrative andnot restrictive purposes, and alternative embodiments will becomeapparent to readers of this patent. Accordingly, the present subjectmatter is not limited to the embodiments described above or depicted inthe drawings, and various embodiments and modifications can be madewithout departing from the scope of the claims below.

That which is claimed is:
 1. A computer-based device, comprising: a datareceiver module for receiving video data from one or more externalsources, the video data containing underlying game data indicative of acomputer-based game being played in sequential time; a video analysismodule coupled to the data receiver module and configured to extract theunderlying game data from video data and further configured to store theextracted game data in a data store; a prediction module coupled to thevideo analysis module and configured to analyze the game data insequential time and to generate predictions of a game outcomescorresponding to the underlying game; and an output module coupled tothe prediction module and configured to generate an output having one ormore aspects of the received video data and one or more aspects of thegenerated prediction.
 2. The computer-based device of claim 1, furthercomprising a game data application programming interface coupled to theprediction module and configured to receive game data from theunderlying game that is different from the video data received at thereceiver module.
 3. The computer-based device of claim 1, furthercomprising a synchronization module coupled to the prediction module andconfigured to synchronize the generated predictions with the output. 4.The computer-based device of claim 3, wherein the synchronization modulefurther comprises an audio synchronization module configured tosynchronize the generated predictions with the output based on audiocues in the output.
 5. The computer-based system of claim 1, furthercomprising an audio input module coupled to the receiver module andconfigured to extract audio data from the video feed and furtherconfigured to send the extracted audio data to the prediction module. 6.The computer-based device of claim 1, further comprising an overlayvideo creation module coupled to the prediction module and configured tooverlay the generated predictions onto the original received video datafor sending to the output.
 7. The computer-based device of claim 1,further comprising one or more metrics conversion modules coupled to theprediction module and configured to isolate underlying game data thatcorresponds to a specific predictable outcome.
 8. A computer-basedsystem, comprising: a first gaming computer coupled to a computernetwork and having a game application executable thereon; a secondgaming computer coupled to the computer network and having the gameexecutable thereon simultaneous to the execution of the game on thefirst gaming computer; and a server computer coupled to the computernetwork and configured to communicate with the first gaming computer andthe second gaming computer while the game is executing at the firstgaming computer and the second gaming computer, the server computerincluding a data receiver module for receiving video data from the firstand second gaming computers, the video data containing underlying gamedata indicative of the game executing in sequential time; a videoanalysis module coupled to the data receiver module and configured toextract the underlying game data from video data and further configuredto store the extracted game data in a data store; a prediction modulecoupled to the video analysis module and configured to analyze the gamedata in sequential time and to generate predictions of a game outcomescorresponding to the underlying game; and an output module coupled tothe prediction module and configured to generate an output having one ormore aspects of the received video data and one or more aspects of thegenerated prediction.
 9. The computer-based system of claim 8, furthercomprising: a third gaming computer coupled to the computer network andhaving the game executable thereon simultaneous to the execution of thegame on the first gaming computer and the second gaming computer;wherein the server computer is further configured to receive video datafrom the third gaming computer and configured to influence theprediction in response to video data received from the third gamingcomputer.
 10. The computer-based system of claim 8, further comprisingan observer computer coupled to the computer network, the observercomputer configured to receive the output video feed simultaneous to theexecution of the game application at the first and second gamingcomputers and configured to display the output on a display.
 11. Thecomputer-based system of claim 8, wherein the sever computer furthercomprises a video display configured to display the output video feedsimultaneous to the execution of the game application at the first andsecond gaming computers.
 12. The computer-based system of claim 8,wherein the server computer further comprises a challenge managementmodule configured to manage challenges related to the game applicationsimultaneous to the execution of the game application on the first andsecond gaming computers.
 13. A computer method, comprising: receiving amultimedia signal from a remote computer system having a game beingexecuted thereon, the game having an outcome based on gameplay;extracting game data from the received video signal indicative of thegameplay; assimilating the extracted game data into an game analyticsengine for analyzing the gameplay; and generating a prediction of a gameoutcome in response to the analyzing.
 14. The computer method of claim13, further comprising generating a prediction video signal havingaspects of the received multimedia signal and having aspects of theprediction.
 15. The computer method of claim 14, further comprisingsynchronizing the aspects of the prediction with the received multimediasignal using extracted audio data from the received multimedia signal.16. The computer method of claim 13, wherein the extracting game datafurther comprises identifying a graphical portion of the multimediasignal indicative of a game statistic and determining the game data fromthe identified graphical portion.
 17. The computer method of claim 13,wherein the extracting game data further comprises identifying analphanumeric portion of the multimedia signal indicative of a gamestatistic and determining the game data from the identified alphanumericportion.
 18. The computer method of claim 13, wherein the extractinggame data further comprises identifying an audio portion of themultimedia signal indicative of a game statistic and determining thegame data from the identified audio portion.
 19. The computer method ofclaim 13, further comprising: receiving a second multimedia signal froma second remote computer system having the game being executed thereon,the game having an outcome based on gameplay; extracting game data fromthe second received multimedia signal indicative of the gameplay;assimilating the extracted game data from the second multimedia signalinto the game analytics engine for analyzing the gameplay; andinfluencing the prediction of the game outcome in response to theanalyzing of the extracted game data from the second multimedia signal.20. The computer method of claim 19, further comprising: aggregatingeach multimedia signal and each prediction to generate an omniscientmultimedia signal having aspects of each multimedia signal and eachprediction; and transmitting the omniscient multimedia signal to a thirdremote computer system.